15,772 research outputs found

    Offline and Online Models for Learning Pairwise Relations in Data

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    Pairwise relations between data points are essential for numerous machine learning algorithms. Many representation learning methods consider pairwise relations to identify the latent features and patterns in the data. This thesis, investigates learning of pairwise relations from two different perspectives: offline learning and online learning.The first part of the thesis focuses on offline learning by starting with an investigation of the performance modeling of a synchronization method in concurrent programming using a Markov chain whose state transition matrix models pairwise relations between involved cores in a computer process.Then the thesis focuses on a particular pairwise distance measure, the minimax distance, and explores memory-efficient approaches to computing this distance by proposing a hierarchical representation of the data with a linear memory requirement with respect to the number of data points, from which the exact pairwise minimax distances can be derived in a memory-efficient manner. Then, a memory-efficient sampling method is proposed that follows the aforementioned hierarchical representation of the data and samples the data points in a way that the minimax distances between all data points are maximally preserved. Finally, the thesis proposes a practical non-parametric clustering of vehicle motion trajectories to annotate traffic scenarios based on transitive relations between trajectories in an embedded space.The second part of the thesis takes an online learning perspective, and starts by presenting an online learning method for identifying bottlenecks in a road network by extracting the minimax path, where bottlenecks are considered as road segments with the highest cost, e.g., in the sense of travel time. Inspired by real-world road networks, the thesis assumes a stochastic traffic environment in which the road-specific probability distribution of travel time is unknown. Therefore, it needs to learn the parameters of the probability distribution through observations by modeling the bottleneck identification task as a combinatorial semi-bandit problem. The proposed approach takes into account the prior knowledge and follows a Bayesian approach to update the parameters. Moreover, it develops a combinatorial variant of Thompson Sampling and derives an upper bound for the corresponding Bayesian regret. Furthermore, the thesis proposes an approximate algorithm to address the respective computational intractability issue.Finally, the thesis considers contextual information of road network segments by extending the proposed model to a contextual combinatorial semi-bandit framework and investigates and develops various algorithms for this contextual combinatorial setting

    Corporate Social Responsibility: the institutionalization of ESG

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    Understanding the impact of Corporate Social Responsibility (CSR) on firm performance as it relates to industries reliant on technological innovation is a complex and perpetually evolving challenge. To thoroughly investigate this topic, this dissertation will adopt an economics-based structure to address three primary hypotheses. This structure allows for each hypothesis to essentially be a standalone empirical paper, unified by an overall analysis of the nature of impact that ESG has on firm performance. The first hypothesis explores the evolution of CSR to the modern quantified iteration of ESG has led to the institutionalization and standardization of the CSR concept. The second hypothesis fills gaps in existing literature testing the relationship between firm performance and ESG by finding that the relationship is significantly positive in long-term, strategic metrics (ROA and ROIC) and that there is no correlation in short-term metrics (ROE and ROS). Finally, the third hypothesis states that if a firm has a long-term strategic ESG plan, as proxied by the publication of CSR reports, then it is more resilience to damage from controversies. This is supported by the finding that pro-ESG firms consistently fared better than their counterparts in both financial and ESG performance, even in the event of a controversy. However, firms with consistent reporting are also held to a higher standard than their nonreporting peers, suggesting a higher risk and higher reward dynamic. These findings support the theory of good management, in that long-term strategic planning is both immediately economically beneficial and serves as a means of risk management and social impact mitigation. Overall, this contributes to the literature by fillings gaps in the nature of impact that ESG has on firm performance, particularly from a management perspective

    Perfect is the enemy of test oracle

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    Automation of test oracles is one of the most challenging facets of software testing, but remains comparatively less addressed compared to automated test input generation. Test oracles rely on a ground-truth that can distinguish between the correct and buggy behavior to determine whether a test fails (detects a bug) or passes. What makes the oracle problem challenging and undecidable is the assumption that the ground-truth should know the exact expected, correct, or buggy behavior. However, we argue that one can still build an accurate oracle without knowing the exact correct or buggy behavior, but how these two might differ. This paper presents SEER, a learning-based approach that in the absence of test assertions or other types of oracle, can determine whether a unit test passes or fails on a given method under test (MUT). To build the ground-truth, SEER jointly embeds unit tests and the implementation of MUTs into a unified vector space, in such a way that the neural representation of tests are similar to that of MUTs they pass on them, but dissimilar to MUTs they fail on them. The classifier built on top of this vector representation serves as the oracle to generate "fail" labels, when test inputs detect a bug in MUT or "pass" labels, otherwise. Our extensive experiments on applying SEER to more than 5K unit tests from a diverse set of open-source Java projects show that the produced oracle is (1) effective in predicting the fail or pass labels, achieving an overall accuracy, precision, recall, and F1 measure of 93%, 86%, 94%, and 90%, (2) generalizable, predicting the labels for the unit test of projects that were not in training or validation set with negligible performance drop, and (3) efficient, detecting the existence of bugs in only 6.5 milliseconds on average.Comment: Published in ESEC/FSE 202

    Architecture Smells vs. Concurrency Bugs: an Exploratory Study and Negative Results

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    Technical debt occurs in many different forms across software artifacts. One such form is connected to software architectures where debt emerges in the form of structural anti-patterns across architecture elements, namely, architecture smells. As defined in the literature, ``Architecture smells are recurrent architectural decisions that negatively impact internal system quality", thus increasing technical debt. In this paper, we aim at exploring whether there exist manifestations of architectural technical debt beyond decreased code or architectural quality, namely, whether there is a relation between architecture smells (which primarily reflect structural characteristics) and the occurrence of concurrency bugs (which primarily manifest at runtime). We study 125 releases of 5 large data-intensive software systems to reveal that (1) several architecture smells may in fact indicate the presence of concurrency problems likely to manifest at runtime but (2) smells are not correlated with concurrency in general -- rather, for specific concurrency bugs they must be combined with an accompanying articulation of specific project characteristics such as project distribution. As an example, a cyclic dependency could be present in the code, but the specific execution-flow could be never executed at runtime

    Educating Sub-Saharan Africa:Assessing Mobile Application Use in a Higher Learning Engineering Programme

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    In the institution where I teach, insufficient laboratory equipment for engineering education pushed students to learn via mobile phones or devices. Using mobile technologies to learn and practice is not the issue, but the more important question lies in finding out where and how they use mobile tools for learning. Through the lens of Kearney et al.’s (2012) pedagogical model, using authenticity, personalisation, and collaboration as constructs, this case study adopts a mixed-method approach to investigate the mobile learning activities of students and find out their experiences of what works and what does not work. Four questions are borne out of the over-arching research question, ‘How do students studying at a University in Nigeria perceive mobile learning in electrical and electronic engineering education?’ The first three questions are answered from qualitative, interview data analysed using thematic analysis. The fourth question investigates their collaborations on two mobile social networks using social network and message analysis. The study found how students’ mobile learning relates to the real-world practice of engineering and explained ways of adapting and overcoming the mobile tools’ limitations, and the nature of the collaborations that the students adopted, naturally, when they learn in mobile social networks. It found that mobile engineering learning can be possibly located in an offline mobile zone. It also demonstrates that investigating the effectiveness of mobile learning in the mobile social environment is possible by examining users’ interactions. The study shows how mobile learning personalisation that leads to impactful engineering learning can be achieved. The study shows how to manage most interface and technical challenges associated with mobile engineering learning and provides a new guide for educators on where and how mobile learning can be harnessed. And it revealed how engineering education can be successfully implemented through mobile tools

    From wallet to mobile: exploring how mobile payments create customer value in the service experience

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    This study explores how mobile proximity payments (MPP) (e.g., Apple Pay) create customer value in the service experience compared to traditional payment methods (e.g. cash and card). The main objectives were firstly to understand how customer value manifests as an outcome in the MPP service experience, and secondly to understand how the customer activities in the process of using MPP create customer value. To achieve these objectives a conceptual framework is built upon the Grönroos-Voima Value Model (Grönroos and Voima, 2013), and uses the Theory of Consumption Value (Sheth et al., 1991) to determine the customer value constructs for MPP, which is complimented with Script theory (Abelson, 1981) to determine the value creating activities the consumer does in the process of paying with MPP. The study uses a sequential exploratory mixed methods design, wherein the first qualitative stage uses two methods, self-observations (n=200) and semi-structured interviews (n=18). The subsequent second quantitative stage uses an online survey (n=441) and Structural Equation Modelling analysis to further examine the relationships and effect between the value creating activities and customer value constructs identified in stage one. The academic contributions include the development of a model of mobile payment services value creation in the service experience, introducing the concept of in-use barriers which occur after adoption and constrains the consumers existing use of MPP, and revealing the importance of the mobile in-hand momentary condition as an antecedent state. Additionally, the customer value perspective of this thesis demonstrates an alternative to the dominant Information Technology approaches to researching mobile payments and broadens the view of technology from purely an object a user interacts with to an object that is immersed in consumers’ daily life

    Pocket size interactive films: Embedding the mobile devices’ features, characteristics and affordances into filmic interactive narratives.

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    Throughout the history of interactive film, creators have experimented with different modes of interaction to allow for the viewers’ agency. As interactive films have not yet established a standardised form, projects have continually been shaped by new technology. Over time, viewers have shifted from the cinema, to televisions, the personal computer and recently the mobile device. These devices further extend the interactive capabilities that are at the creators’ disposal. Therefore, this thesis proposes that mobile devices could facilitate new forms of interactive film that make use of these features. This study investigates the integration of the mobile devices’ characteristics, features and affordances into an interactive film project that is both viewed and interacted with on a mobile device. First and foremost, it establishes whether the mobile device can be successfully used by authors to relay interactive films. Secondly, it gives insights into design considerations for authors that aim to make use of the mobile devices’ features. Additionally, the thesis gathers insights into the use of game-engine technology for developing similar interactive film projects. The research begins with a literature review establishing the historical and academic context in regards to interactive- films, narratives, and interfaces, thereby focussing on mobile devices. Consecutively, a selection of projects is surveyed to garner insights into the current state of the art. These sections are then used to inform the practice-based part of this thesis in which the production of an interactive film project will be comprehensively documented. A concurrent think-aloud usability test, accompanied by a reflection on the outcomes and production process will conclude the research. The outcome suggests that mobile devices can act as successful vessels for interactive narratives. However, usability tests as well as reflection reveal that the thesis project cannot be strictly classified as an interactive film. Therefore, suggestions for future research as well as insights into the retention of filmic quality can be made in retrospect. Additionally, The use of game-engines for interactive film authoring proves to allow creators rapid prototyping and ease of implementation. Though their use might impact projects by over-complicating interaction paradigms more extensively used in game production.Media files notes: Project Documentation of Creations; an interactive short film for the mobile device. Media rights: CC-BY-NC-ND 4.

    Foundations for programming and implementing effect handlers

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    First-class control operators provide programmers with an expressive and efficient means for manipulating control through reification of the current control state as a first-class object, enabling programmers to implement their own computational effects and control idioms as shareable libraries. Effect handlers provide a particularly structured approach to programming with first-class control by naming control reifying operations and separating from their handling. This thesis is composed of three strands of work in which I develop operational foundations for programming and implementing effect handlers as well as exploring the expressive power of effect handlers. The first strand develops a fine-grain call-by-value core calculus of a statically typed programming language with a structural notion of effect types, as opposed to the nominal notion of effect types that dominates the literature. With the structural approach, effects need not be declared before use. The usual safety properties of statically typed programming are retained by making crucial use of row polymorphism to build and track effect signatures. The calculus features three forms of handlers: deep, shallow, and parameterised. They each offer a different approach to manipulate the control state of programs. Traditional deep handlers are defined by folds over computation trees, and are the original con-struct proposed by Plotkin and Pretnar. Shallow handlers are defined by case splits (rather than folds) over computation trees. Parameterised handlers are deep handlers extended with a state value that is threaded through the folds over computation trees. To demonstrate the usefulness of effects and handlers as a practical programming abstraction I implement the essence of a small UNIX-style operating system complete with multi-user environment, time-sharing, and file I/O. The second strand studies continuation passing style (CPS) and abstract machine semantics, which are foundational techniques that admit a unified basis for implementing deep, shallow, and parameterised effect handlers in the same environment. The CPS translation is obtained through a series of refinements of a basic first-order CPS translation for a fine-grain call-by-value language into an untyped language. Each refinement moves toward a more intensional representation of continuations eventually arriving at the notion of generalised continuation, which admit simultaneous support for deep, shallow, and parameterised handlers. The initial refinement adds support for deep handlers by representing stacks of continuations and handlers as a curried sequence of arguments. The image of the resulting translation is not properly tail-recursive, meaning some function application terms do not appear in tail position. To rectify this the CPS translation is refined once more to obtain an uncurried representation of stacks of continuations and handlers. Finally, the translation is made higher-order in order to contract administrative redexes at translation time. The generalised continuation representation is used to construct an abstract machine that provide simultaneous support for deep, shallow, and parameterised effect handlers. kinds of effect handlers. The third strand explores the expressiveness of effect handlers. First, I show that deep, shallow, and parameterised notions of handlers are interdefinable by way of typed macro-expressiveness, which provides a syntactic notion of expressiveness that affirms the existence of encodings between handlers, but it provides no information about the computational content of the encodings. Second, using the semantic notion of expressiveness I show that for a class of programs a programming language with first-class control (e.g. effect handlers) admits asymptotically faster implementations than possible in a language without first-class control
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